optional-skills/creative/creative-ideation/references/methods/scamper.md
Bob Eberle, 1971, building on Alex Osborn's brainstorming checklist (1953). Seven systematic transformations of an existing thing.
S — Substitute. Replace a component, material, person, place, or process. (Steel→aluminum, scheduled meetings→async docs, human→model, recipe ingredient swap.)
C — Combine. Merge two things. Functions, parts, audiences, formats. (Phone+camera+GPS→smartphone. Memoir+cookbook→food memoir. Programmer+linguist→compiler designer.)
A — Adapt. Borrow from another field. (Velcro from burrs. Toyota's just-in-time from supermarket restocking. Graphic novel from cinematic technique.)
M — Modify (or Magnify / Minify). Change a property — scale, frequency, intensity, color, weight, shape. (Twitter that posts once a year. Novel as one page. Same content as comic, song, sculpture.)
P — Put to other uses. Use the existing thing for a different purpose. (Aspirin: pain reliever → stroke prevention. Blockchain: cryptocurrency → supply chain. Sweater: garment → kiln cushioning.)
E — Eliminate. Remove a component. Usually the highest-leverage cell. (Eliminate UI: CLI/API as product. Eliminate menu: omakase, single-dish restaurant. Eliminate explanation: Eno's Music for Airports.)
R — Reverse / Rearrange. Invert relationships, change sequence, turn inside out. (Priceline reverses seller/buyer. Wikipedia reverses expert/amateur. Memento reverses time order.)
Base: a web app that tracks reading progress across books.
Strongest cells: S, P, R. Elaborate P: a site where the unit of attention is the paragraph across the readerly population, not the book. Discard the rest.
Source: Eberle, Scamper: Games for Imagination Development (DOK, 1971); Osborn, Applied Imagination (Scribner's, 1953).